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View Poll Results: Bases - Walls or Not, movement options
All bases have no walls and jump pads to defensive positions 1 1.45%
All bases have no walls and teleports to defensive positions 1 1.45%
All bases have walls and you walk/lift-tube up 22 31.88%
Some bases have walls and some not 45 65.22%
Voters: 69. You may not vote on this poll

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Old 2012-05-19, 02:43 PM   [Ignore Me] #16
capiqu
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Re: Base Design Variety?


I cant see why such an advance society with Nano technology would have bases with incomplete walls. I think the bases should have the wall all around. If base offense is the concern, the fact that the first base design has 5 gates as opposed to PS1 2 gates should help the offense. If anything I just don't see walls around the Bio Labs. Those things are so tall that I imagine walls around them would not look right. As far as the jump pads, those bases are huge. I'm gonna want a fast way of getting around in those bases while waiting for surge, if there will be surge, to kick in.
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Old 2012-05-19, 02:59 PM   [Ignore Me] #17
Figment
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Re: Base Design Variety?


Btw, didn't the original base designs for ps1 lack walls altogether?
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Old 2012-05-19, 03:07 PM   [Ignore Me] #18
Mechzz
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Re: Base Design Variety?


Originally Posted by Figment View Post
Btw, didn't the original base designs for ps1 lack walls altogether?
Hmm. I didn't play early enough to see those models. The ones that are in the game now lent themselves to good gameplay when pops were high though, didn't they?
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Old 2012-05-19, 03:20 PM   [Ignore Me] #19
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Re: Base Design Variety?


Originally Posted by Figment View Post
Btw, didn't the original base designs for ps1 lack walls altogether?
Are you talking about these???





from the early early alpha of the first game or Just asking if bases had walls in general. Because in the actual Game EVERY base had walls.
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Old 2012-05-19, 03:21 PM   [Ignore Me] #20
Baneblade
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Re: Base Design Variety?


Originally Posted by Figment View Post
Btw, didn't the original base designs for ps1 lack walls altogether?
Originally Posted by Mechzz View Post
Hmm. I didn't play early enough to see those models. The ones that are in the game now lent themselves to good gameplay when pops were high though, didn't they?
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Old 2012-05-19, 03:23 PM   [Ignore Me] #21
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Re: Base Design Variety?


Hmmmm.

As for not having any circumvallation walls...what if there were deployable shield generators that you could use, not to make a dome shaped shield, but that you could set up between two buildings in order to create a shield running between the two?

Of course that doesn't solve the problem of no base walls that you can run on that provide an excuse for jump pads.
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Old 2012-05-19, 04:14 PM   [Ignore Me] #22
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Re: Base Design Variety?


there's a lot more than just those towers to stand on in the new bases, they are multilevel ed and have tons of places to defend from. I don't think it will be so bad. A traditional walled in base though would be awesome just because it would mean different tactics and remind us of the days of old.
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Old 2012-05-19, 04:15 PM   [Ignore Me] #23
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Re: Base Design Variety?


Ooh...I just had a thought.

You know in Portal how there are those energy/light projections that work as platforms you can stand on? Would that be a fit for Planetside?
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Old 2012-05-19, 04:30 PM   [Ignore Me] #24
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Re: Base Design Variety?


Originally Posted by Stardouser View Post
Ooh...I just had a thought.

You know in Portal how there are those energy/light projections that work as platforms you can stand on? Would that be a fit for Planetside?
I wouldn't mind seeing something like that but they wouldn't replace the jump pad's at any rate.

I'm pretty sure there are quite a few bases with walls, I don't think a base not having walls is a huge problem and to be honest it looks like the game is designed that way anymore, in TB's video we saw quite a few pieces of the base were quite far out so having a wall would be more disruptive to defensive than helpful.

Also having no walls allows for more unique base design as you can give the surrounding terrain more of a flow instead of being stopped because a wall has to be there.

There will be walls and there won't be walls. I'm sure we will all enjoy both designs equally.
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Old 2012-05-19, 04:43 PM   [Ignore Me] #25
capiqu
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Re: Base Design Variety?


Originally Posted by Gonefshn View Post
Are you talking about these???





from the early early alpha of the first game or Just asking if bases had walls in general. Because in the actual Game EVERY base had walls.

Wow, big difference from what they eventually ended up with. I didn't play the beta , I started playing in July 2003.
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Old 2012-05-19, 06:07 PM   [Ignore Me] #26
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Re: Base Design Variety?


That look never made it into beta hehe - thats like ultra-early screenshots
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Old 2012-05-19, 06:32 PM   [Ignore Me] #27
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Re: Base Design Variety?


Thanks for dropping by Hamma. Could you look out for/ask about some bases having walls or maybe some other features peeps have mentioned?

There seems to be a strong leaning towards some bases having walls and not having all bases wide open.

Thanks!
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Old 2012-05-19, 07:13 PM   [Ignore Me] #28
The Kush
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Re: Base Design Variety?


No point in defending a wall without perimeters. The bases (at least half) need walls to enclose the entire base. PS1 courtyards were a huge aspect to the game.
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Old 2012-05-19, 07:25 PM   [Ignore Me] #29
Bags
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Re: Base Design Variety?


I tweeted Higby a while ago about the lack of complete walls, and he said "Variety is cool too!".
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Old 2012-05-19, 07:50 PM   [Ignore Me] #30
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Re: Base Design Variety?


Originally Posted by Bags View Post
I tweeted Higby a while ago about the lack of complete walls, and he said "Variety is cool too!".
Yeah I take that to mean we will have some bases with walls and some without.

We shall see.
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